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Question about Rock Skin

Discuss Quests, Cards, Monsters etc, from HeroQuest Game Systems.

Re: Question about Rock Skin

Postby Daedalus » May 13th, 2011, 1:00 pm

drathe wrote:Traps and hazards would also cause damage if they weren't careful to avoid searching for treasure and were carelessly moving about.

True that. If a Hero were to try for multiple Rock Skins, he'd definitely want to avoid Searching for treasure, but he'd instead want to Search for traps whenever possible. The strategy also includes not entering a room first, as there may be a trap just within the doorway that couldn't be searched for.
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Re: Question about Rock Skin

Postby HeroQuestFrance » May 13th, 2011, 1:55 pm

The strategy also includes not entering a room first, as there may be a trap just within the doorway that couldn't be searched for.


That's one thing very stupid and not logical into the gamesystem.
In D&D Hasbro 2003, when you search for some traps, you discover the 1 or 2 closer to you.
More logical isn't it ?
That something I've changed in the mainsystem for HQ rules.


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Re: Question about Rock Skin

Postby Daedalus » May 13th, 2011, 2:44 pm

I've got a houserule for that one, too. May have to post it...
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Re: Question about Rock Skin

Postby Bareheaded Warrior » July 19th, 2023, 9:13 am

Good spot, clever exploit.

I'm pretty sure that the original intention was that all spells and similar "in-game" effects expire at the end of the game and don't carry over, which is how I play, but it doesn't explicitly state that so it could be open to exploitation...although I notice all the previous comments are around Wizard and Elf but couldn't this spell be cast repeatedly on any character?

I'm toying with the idea at the moment, mainly due to the complexity of the Courage spell interpretations of returning to the First Edition version and just having the effects of the following pairs the same, which would also close this exploit:

Courage spell as Potion of Strength = +2AD next attack
Rock Skin spell as Potion of Resilience = +2DD next defend
Swift Wind spell as Potion of Speed = double red dice (or maybe +2 red dice) next move

And I suppose you could consider Veil of Mist spell to work as Dust of Disappearance...in the same vein... and Heal Body / Water of Healing spells as Potion of Healing = +4 BP
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

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FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


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Re: Question about Rock Skin

Postby Kurgan » July 19th, 2023, 11:17 am

The designers always knew that putting a trap square on the opposite side of the door was unavoidable if that room had to be entered to complete the quest! They didn't even wonder if it should always be a trap that has a chance of missing.

In 1992 the designers of Elf and Barbarian packs were considering a mechanic wherein a hero could designate and attempt to jump ANY square whether a trap had been detected there or not, giving them a fair shot at avoiding this nasty trick but it never made it past the draft stage (I incorporate it into my game but not all heroes use it). They also considered you able to leap over two squares at once (have to roll a White Shield for success, otherwise you land on the first square and take the consequences).

If you want to make it a little less "unfair" you can change all such traps to spear traps (or just remove them entirely) without adding the jump mechanic, or give out a LOT of Airwalk/Potions of Visions.


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Re: Question about Rock Skin

Postby Bareheaded Warrior » July 22nd, 2023, 5:15 am

On this topic and other related ones like the Courage spell (has its own thread so don't start here!) I'm currently a little torn on the best way to proceed.

First Edition

First Edition kept it simple, you had spell card and potion (treasure) cards with the same effects, so although the rules for handling spells and potions themselves vary, the effects are the same.

Courage Spell - Potion of Strength
Rock Skin Spell - Potion of Resilience
Swift Wind Spell - Potion of Speed
Healing Spells - Healing Potion

Later Editions

Later Editions mixed this up a little, I suspect because spell use is more restrictive, need to use an action, can only be used on your turn, can only be used by a spellcaster (granted you could cast on another but then you needed to be able to see / have LOS to them) they decided to try and give them a little extra to compensate but these changes were themselves revised across editions as they introduced potentially overpowered versions (Courage in SE), and/or caused confusion, this topic and the ever growing Courage spell topic

So I'm torn with my own version, revert back to First Edition principles, or try and work through the later editions principles and plug holes, any thoughts...
:skull: = one hit
:blackshield: = one hit & pushback
:whiteshield: = cancels one hit

HQ versions: "Original" - 1989 1st edition & 1990 2nd edition, "Remake" - 1990 NA remake & 2021 reprint

HQ Golden Rules
FAQs, Errata & Clarifications for the Original Editions
HQ Common Notification System

1BP = :goblin: :orc: :skeleton: :zombie:
2BP = :fimir: :mummy: :chaoswarrior:
3BP = :gargoyle:


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